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Traveling as if playing a game

Enhancing the cultural tourism experience of digital natives through gamified digital tools

Bibliographic Data

ID21698564
AuthorsFankai Nie (0009-0002-3303-5739, City College of Huizhou, corresponding author), Atithep Chaetnalao (0009-0005-2374-1877, Silpakorn University), Yuhan Sun (0000-0001-8371-8285, City College of Huizhou), Ting Hou (0000-0003-1733-646X, City College of Huizhou), Oulu Yue (0009-0000-7102-5377, Huizhou University), Shaoting Shi (0009-0000-1414-3211, City College of Huizhou)
Year2025
Pages1-17
Publication date2025-12-31
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueCurrent Issues in Tourism (JOURNAL)
Journal identifiersISSN: 1368-3500 • E-ISSN: 1747-7603
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/13683500.2025.2609957
OpenAlexW7117875655
LanguageEN
References cited63

With the rapid development of information technology, the generation raised in digital environments increasingly demands interactive and personalised digital experiences in cultural tourism. This study developed and evaluated a gamified digital tool prototype in a real-world cultural tourism setting, based on user-centered design (UCD) principles and the mechanics–dynamics–aesthetics (MDA) framework. Guided by self-determination theory (SDT), the study examined how specific gamification components fulfil the psychological needs of users and enhance their engagement and knowledge retention. Experimental results showed that the tool significantly increased engagement and knowledge retention among digital native tourists. Structural equation modelling also confirmed that gamification components predict autonomy, competence, and relatedness well, significantly enhancing user engagement. Based on the findings, this study proposes an MDA-based model for gamified digital applications that contribute innovatively to digital transformation and sustainable development of experience-based tourism at heritage sites

Cultural diversity · Cultural tourism · Digital media · Digital native · Tourism · Tourism geography · Digital Games and Media · Educational Games and Gamification · Virtual Reality Applications and Impacts

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Highly citedNo

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